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Now Playing: Wuchang: Fallen Feathers

Amazing combat but imbalanced difficulty

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Soulslikes are a dime a dozen these days. People just can’t get enough of ultra difficult RPGs that can rip your hair out. This year alone has seen the launch of Elden Ring NightreignThe First Berserker: Khazan, and Lies of P: Overture. Today, Wuchang: Fallen Feathers joins this crowded list, touting flowing combat and a dense story. Is it a worthy addition to the Soulslike tradition, or have we finally reached genre fatigue?

An audacious debut

With only a modest VR game released in the past, Leenzee makes its true industry debut with Wuchang: Fallen Feathers. As with all Soulslikes, Wuchang will endlessly tempt players into flinging their expensive controllers into the wall over its difficult boss fights. To entice players to keep going, the game also has a rich backstory they can carve out only through drip-fed lore nuggets.

Bai Wuchang, a female pirate, wakes up with amnesia (a perennial disease of every Soulslikes protagonist) in the lands of Shu. She also finds herself infected with a disease called Feathering. However, unlike other infected individuals, Wuchang remains lucid and doesn’t turn into a demonic monstrosity. Armed with her changdao (and an assortment of other weapons she can find along the way), she must traverse this awful land in search of answers to her mysterious disease.

Combat that caters to a true variety of play styles

Even if they offer enough weapons to fill an armory, Soulslikes can easily fall into the trap of making only a few options viable to play through the entire game. Wuchang avoids this problem by making each available weapon type as exciting as the others.

In the game, players can pick up longswords, one-handed swords, dual blades, spears, and axes. Each of these comes with a dedicated skill tree which unlocks new attacks, combos, and weapon upgrades. The spoke-like skill tree also has one additional branch catering to general upgrades such as the number of healing flask uses.

Personally, I prefer using one-handed swords and dual blades. But each weapon type is just as exciting because of how many combos you can chain together in combat.

Plus, there’s an interesting Skyborn Might system. Every successful dodge (or as triggered by some effects) grants you a charge of Skyborn Might, which you can then spend on powerful skills and spells. Because of how powerful these abilities are, it’s impossible to ignore this system. Most of my boss battles involved a rinse-and-repeat of recharging my Skyborn Might, expending them on one powerful attack, and backing away to do it again.

The Madness system also needs a big shoutout. The more she dies, the more Wuchang’s madness meter fills up. Higher madness means higher damage dealt… and taken. Certain skills are also unlocked based on madness level. A completely filled up madness meter results in an evil manifestation which hunts players down. It’s an excellent risk-reward system that rewards and punishes aggressive play styles. This is the game’s bright spot in my opinion.

Imbalanced difficulty cheapens the experience

That said, Wuchang has a difficulty problem. Now, as my colleagues and friends can attest to, I love the Soulslike genre. I thrive under the extreme challenge and the thrill of conquering a difficult boss. However, this game just pushes the boundaries of what’s acceptable.

A balanced diet of difficulty spikes is crucial to how enjoyable a Soulslike is. My favorite games in the genre often feature a gradual escalation of difficulty. Spikes are always designed to teach valuable mechanics in the game. For example, a rather difficult early-game boss (see: Father Gascoigne from Bloodborne) wants to teach players how to dodge properly, instead of just mashing the attack button.

Wuchang doesn’t feel balanced in this way. Right from the beginning, the game pits you against difficult enemies and unrelenting traps.

The difficulty is a problem because of poise. Now, poise is an 0ft-hidden mechanic in Soulslikes, which determines whether a character staggers when attacked. A character with high poise, for instance, can tank through an enemy’s hits to land a counterattack. Meanwhile, a low-poise character will stagger and have their animations cancelled. Wuchang has as much poise as a butterfly beelining towards a plane’s turbine. Every enemy attack, especially in the early game, staggers her, leading to an uninterrupted barrage of blows and (often) a game over screen. On the other hand, enemies have the poise of a brick wall. The imbalance is too much like a game of attrition where you constantly have to dodge with very little chance to launch a counterattack.

The traps, on the other hand, are way too many. It’s normal for a Soulslike to lure players into seemingly innocent situations, only to spring a surprise enemy. Wuchang relies on this too much. Every corner feels like it houses a hidden monstrosity. Having too much of traps is just the same as having none at all — but it’s worse because I have to pussyfoot everywhere.

Unoptimized engine creates too much load times

Normally, I don’t complain about the lack of optimization. I’m usually patient enough to withstand longer loading times. So, when I complain about Wuchang‘s lack of optimization, it’s saying something.

Loading times are longer than what most games take on modern hardware. Even the act of resting at a shrine (and thereby resetting the world) feels like it takes way longer than it should. Ironically, the game itself only has a modest file size, so it’s not like it has a huge pool to draw resources from.

Additionally, the graphics are strangely wonky. Don’t get me wrong; Wuchang is a beautiful game. But the odd dips in quality takes me out a bit. Now, I prefer playing on framerate mode, but I’m still losing frames. Certain UI elements, such as the meter that determines when an enemy staggers, become too pixelated to be of much use.

For reference, I played the game on a PlayStation. This is the first time I’ve ever experienced quality this poor on this machine.

Should you play Wuchang: Fallen Feathers?

In a segment as saturated as the Soulslike genre, having a truly revolutionary title is out of the question already. Wuchang: Fallen Feathers doesn’t add much to the segment, but it does get combat right. Among its peers, it has one of the most dynamic systems that can chain moves and combos easily with an abundance of skills and spells. Plus, the inspired madness system makes death much more impactful than other games.

That said, I wouldn’t call this an extremely polished game. The imbalanced difficulty and unoptimized engine prevent this game from achieving significant heights. However, Leenzee can easily fix this with a couple of patches. At its current state during my review, it still needs tweaking. I don’t think I’m tired of the Soulslike genre, but games like Wuchang don’t really help.

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Stranger Than Heaven is a Yakuza prequel with Snoop Dogg

The story spans different eras and regions across half a century in Japan.

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In my review of Yakuza Kiwami 3, I groaned about how every new entry in the Yakuza and Like a Dragon franchise — original and remake — looked identical with each other. I ended that playthrough hoping desperately for a new era. Thankfully, those hopes did not fall on deaf ears. In its first trailer, the upcoming Stranger Than Heaven showed off an interesting reimagining of the Yakuza universe. Oh, and Snoop Dogg is in it.

First announced back in late 2024 as Project Century, Stranger Than Heaven has now confirmed itself as a prequel to the prequel to the Yakuza games. It didn’t start that way, though. When it was announced, there was hope that the then-untitled game featured a new story disconnected from Yakuza. It looks like the final game is making the best of both worlds.

Stranger Than Heaven chronicles the rise of the infamous Tojo Clan. Unless this is decidedly different from the Tojo Clan in the Yakuza series, this is the clearest sign that this is, in fact, a prequel.

Makoto Daito, a Japanese boy living in Chicago, escapes America to forge a new life in Japan. Along the way, he meets Orpheus, a smuggler played by Snoop Dogg, who drags Makoto into the criminal underworld. Eventually, Makoto decides to do things his own way by creating a new crime family called the Tojo Clan.

Unlike other games in the series, Stranger Than Heaven spans different eras and regions in Japan, starting with Fukuoka in 1915 and ending with Kamurocho in 1965. It will also have different fighting mechanics by mapping the left and right bumpers/triggers to left and right attacks.

Off the bat, Stranger Than Heaven looks like a new era for the series. It launches winter this year for all major platforms.

SEE ALSO: Now Playing: Yakuza Kiwami 3 & Dark Ties

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Star Wars: Galactic Racer launches October 6

Pre-orders now live

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Star Wars: Galactic Racer

Star Wars: Galactic Racer is set to launch on October 6, 2026, bringing a new high-speed twist to the Star Wars universe. The game is published by Secret Mode and developed by Fuse Games. It arrives on PS5, Xbox Series X|S, and PC with support for up to 12 players.

Pre-orders are now open across Standard, Deluxe, and Collector’s Editions. Pricing starts at $59.99 for the Standard Edition, with both digital and physical versions available depending on platform.

A different kind of Star Wars story

Set in the lawless Outer Rim, the game introduces the Galactic League—an unsanctioned racing circuit where skill matters more than destiny. You play as a mysterious pilot named Shade, navigating a single-player campaign built on rivalries, alliances, and unfinished business.

There’s no Force or prophecy here. Instead, the focus is on build strategy and racing mastery. Players can customize three types of repulsorcraft and even take on classic podracers, blending familiar Star Wars elements with a more competitive, arcade-style edge.

Multiplayer supports online races where players can test their builds and driving skills against others.

Pre-order bonuses and editions

All pre-orders include a bonus livery usable across vehicles, with platform-specific colors, plus a Player Banner background for multiplayer.

The Deluxe Edition adds three extra vehicles, exclusive Arcade events, a livery pack, and cosmetic upgrades like new player banners and insignias. It also includes a digital art book featuring early designs of characters, locations, and vehicles.

Collector’s Edition for dedicated pilots

For collectors, the physical Collector’s Edition bundles a model of the Kor Sarun: Darc X landspeeder, themed patches, a printed art book, and a steel case housed in premium packaging. It also includes all Deluxe Edition digital content.

Star Wars: Galactic Racer launches on October 6, 2026, for PS5, Xbox Series X|S, and PC, with pre-orders now available.

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PRAGMATA is not for the faint of heart

Already a Game of the Year contender for all the feels

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PRAGMATA

Six years and a few notable launch delays. That’s what it took for Capcom to finally introduce a new franchise in 2026. They already have legacy franchises getting new releases. However, the biggest question looming over their head was whether or not they dare to explore something new. What makes it more challenging is an entirely new team is working on its development. That comes with its own sets of risks and rewards.

This was the story of PRAGMATA, another exciting title finally getting its time in the spotlight on all modern platforms. Looking at trailers, screenshots, and even demo highlights, I already got the sense that this game may just be at par with a ton of sci-fi-inspired RPGs. The expectation on my end was clear: all action, all exploration, with a storyline that will tie everything together seamlessly.

I was not prepared for the storm of emotions and action that came my way.

Maximizing your brain power

PRAGMATA operates like most action-packed RPGs with how combat works: you point, you shoot. To set that up, you play as Hugh. He is an engineer sent to a moonbase called the Cradle to investigate comms being down. As you enter the Cradle, something already feels off. Before you even get a chance to blink, you’re already plunging into danger as the AI that keeps it safe has gone rogue. By the time you come to, you’re attacked by one of the bots that helped you out. From there, must fight your way throughout the game to survive.

Luckily for you, a support android named D-I-0336-7 fixes you up. The android willingly helps you fight the rogue AI by hacking through them. Not only will the hacking deal additional damage, but it will help you identify enemy weak spots to exploit. However, to achieve the perfect hack, you are required to solve a puzzle-like board with nodes mid-fight. Essentially, you’ll be doing two things at once to survive and fight your way through the Cradle.

PRAGMATA

It’s the kind of mechanic that feels unique as the level of difficulty escalates with every encounter. Oftentimes, the hacking and the shooting are separate mechanics that are done to calmly set you up for the fights. Now, it’s do-or-die with the hacking increasing your odds of success immensely. Enemies are hard to defeat simply on the gunplay alone. And you will need to keep that in mind as you progress through the game.

Expansive world to complete and unlock

Speaking of progression, as you get out of that initial skirmish alive with D-I-0336-7, who Hugh cutely gives the nickname “Diana” to, you end up in a tram to the Shelter. Effectively, the Shelter serves as both your base of operations and a rest spot to retool before combat. As you go through every area of the game, you unlock newer features. These are REM Replicators, upgrades to your health, firepower and hacking skills, and access to more weapon schematics and nodes. Also, you can even set up matching suits for Hugh and Diana before heading out into the world again!

Once you have everything you need, you will venture out into areas in the Cradle that need to be restored. A lot of the areas are incredibly expansive. This allows you to explore and grab as many freebies lying around as you can. From the Lunafilament used for upgrades to newer weapons at your disposal, the game scatters these for you to find and harvest from the overworld. Of course, you’ll run into the occasional swarm of enemies but you have Diana, and Diana has you!

Diana’s hacking even extends into these as you progressively acquire new skills. As you progress, you’ll be able to remove map hazards, clear traps, and scale structures effortlessly. This fully allows exploration to be less of a drag. There are newer pathways to areas you previously couldn’t explore or made it easier to backtrack. Plus, there are stations that can be activated as save points and hangars to return to the Shelter that Diana can activate.

It’s a large hub to explore. You’re encouraged to get and know everything because this next part will have you strapped.

Building bridges back to Earth

Without completely spoiling too much, PRAGMATA‘s storyline is one you gradually feel and resonate with. Earlier, I mentioned that the whole reason Hugh and his team were in the Cradle was to investigate its unresponsiveness. In an unfortunate turn of events, Hugh gets separated from his team and has to go through the entire Cradle looking for a way to get back to Earth. Along the way, Diana resurrects Hugh from certain death and accompanies him throughout the excursion mostly to be a guide and helping hand.

Throughout the game, Hugh and Diana develop a strong bond that already borders a father-daughter dynamic. Originally, Hugh didn’t really consider himself as a parental figure since he doesn’t have kids of his own. However, he goes out of his way to ensure Diana’s safety and overall wellbeing – effectively giving human compassion and love to an android. Oddly enough, Diana almost certainly feels more human and would even want to join him back to Earth.

As you explore throughout the game, you also pick up schematics of real Earth objects that are processed in the Shelter’s REM Replicators. These are neat trinkets that Diana actually gets to play with, even to a point of bonding with Hugh through them. It’s the kind of heartwarming moments in between the chaos that reflects the dynamic that many people will truly appreciate.

Struggles picked, sacrifices made

Remember how the game encourages you to explore to know everything? All of that was intentional for Hugh and Diana to get down to the bottom of what really happened at the Cradle. As it turns out, the AI mainframe of the Cradle, IDUS went into disarray after the moonquake that separated Hugh from his crew. Along the excursion through the Cradle, the pair discovers and meets up with another android called Eight who has the answers to effectively contain IDUS through Diana.

Only for them to realize that there are far graver dangers ahead. So now, the objective is to survive till the end, get back to Earth and stop anything that gets in the way. All throughout, you as Hugh will be tested on not only keeping Diana safe, but also ensuring that she gets to experience Earth with or without him. For the parents and parental figures out there, you know this feeling all too well.

A GamingMatch Made in Heaven?

No matter how you slice it, PRAGMATA nailed everything in my list of expectations: the right mix of exploration, easy-to-master combat mechanics, and an emotional story that transcends culture and hits right in the feels. It feels like Capcom continuously revitalizes the RPG experience with newer concepts and mechanics that truly test players at the core. Matching it with characters that allow you to have an emotional investment in, and the game hits right in the feels in more ways than one.

PRAGMATA

It’s a game that gradually keeps you engrossed in the experience from start to finish. From approaching tougher and larger enemies to traversing the overworld to collect resources, every instance feels wholly unique. Furthermore, the game incentivizes rest and reset without fully losing progress in your adventure.

More than anything, it offers a fresh take on character dynamics that will leave you in an emotional mess. Whether you like it or not. Admittedly, the bond between Hugh and Diana is one that a lot of people simply resonate and potentially aspire to have. It’s a reminder of how deep the human connection can truly transcend. And even be the ultimate key to survival against all olds.

Not only does PRAGMATA get a Swipe Right, but this game truly deserves to be up there for Game of the Year contention.

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